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Messages - JAFANZ

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196
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: June 16, 2012, 12:53:42 am »
What would cause there to be 23 levels of stone between the first and second caverns, when the world gen setting is only 1?

I thought I'd missed the 2nd cavern and hit the third, but then there was another cavern underneath it...  I did a reveal with dfhack, it really is 23 layers of solid stone, no sneaky pipe trailing up or anything.

Unfortunately you can only specify the Minimum number of levels, you have no control over the maximum.

197
DF Gameplay Questions / Re: Undead seige, argh.
« on: June 14, 2012, 05:24:34 am »
If you have an uncompressed save, edit the raw (save\<world>\raw\objects\creature_standard.txt) to add "[SPEED:0]" to Dwarfs (I usually put it on the line above "[INTELLIGENT]"), I would assume this is equivalent to dfhack's "Fastdorf".

Build some walls to trap the zombie wherever it is.

Build more walls to stop anything getting in.

Put a rush job on trap components.

Build traps.

Change "[SPEED:0]" to "SPEED:0" to revert to a no longer cheaty game.

If you're using compressed saves? watch your fort die a horrible, horrible death. Celebrate with a party 'cos "Losing is FUN!" ;D

198
DF Dwarf Mode Discussion / Re: Attempting the "Cave Challenge"
« on: June 14, 2012, 05:11:18 am »
IMAO the easy answer to the "Magma Sea" & "Same Embark" questions is to have a world generated with a suitable embark that contains a volcano or at least a magma pipe that reaches the 3rd cavern, at least one cavern should also have plant life, bonus points for cotton-candy sword (I assume those still happen? I'm just getting back into DF since IIRC .31.18).

Then once the embark site has been found, the world gen params can be posted with instructions for how to find the specified embark, or the world with a note saved on the embark site uploaded to the DFFD (the note to be saved by a preliminary embark somewhere else entirely after the note is made).

That way everyone has the same basic embark, & access to magma, but can still build their dwarf teams as they like.

I do think a post embark "prospect hell" output should be provided if possible though.

199
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 08, 2012, 08:16:23 pm »
Kinda random, but this is not the traditional DF thought.


Response to spoiler: Yo.

200
Utilities and 3rd Party Applications / Re: DFHack 0.34.10 r1
« on: May 28, 2012, 03:44:09 pm »
You can copy and paste from the DFhack window. just right click the title bar, and do edit->mark.
... or use "dfhack-run prospect"

Thank you, both.

201
Utilities and 3rd Party Applications / Re: DFHack 0.34.10 r1
« on: May 28, 2012, 06:07:03 am »
(Apologies if this is the wrong thread or has been answered somewhere in the previous 600 posts)

Now that Prospector is part of dfhack, &  not a standalone exe (yes, I've been away from DF for "a while"), is there any way to export the results to an external, preferably text, file (on Winblows 7)?

202
Personally I find that if I'm embarking on a River it's worth disabling Aquifers (Install the Lazy Newb Pack, use the included tool to turn off Aquifers. I also tend to disable "Exotics" meaning that everything that used to require the bugged[?] Dungeon Master to tame is now tameable the same way dogs are).

203
DF Gameplay Questions / Re: Best 'load-out'?
« on: September 17, 2011, 05:54:49 pm »
You probably want to look at these pages (in no particular order):
http://df.magmawiki.com/index.php/Embark
http://df.magmawiki.com/index.php/DF2010:Sample_Starting_Builds
http://df.magmawiki.com/index.php/DF2010:Starting_build

I also recommend the 40d Starting Build page(s) as I found some good advice there in my early days of DF2010 (back around .12 IIRC).

204
DF Gameplay Questions / Re: Maintaining a nice fuel supply
« on: September 12, 2011, 08:54:26 am »
You should probably allow for a year between when you breach the caverns & when you can expect to start harvesting your tree farm.

This suggests you breach the caverns before you start digging your tree farm.
The trees won't start growing until you've breached the caverns and they've got a place to grow in the first place, so unless you're planning on harvesting trees directly from the caverns themselves while you wait for your tree farm to mature, you should probably dig the tree farm first (which shouldn't take long if you're digging in soil).

AIUI though, the "Spores" are active from the instant you breach a live cavern, so if you breach the cavern 1st, then when you start to dig your treefarm, they'll have a shot at starting to grow even before it's complete.

205
DF Gameplay Questions / Re: Will a waterfall into a brook overflow?
« on: September 11, 2011, 12:41:53 am »
You should be fine as long as you're dropping it on a channel portion of the brook I think.

When dealing with Rivers many have found that one way of impelementing "The Moses Effect" is to pump the water back out upstream, which would seem (to me at least) to imply that the excess water gets pushed off the map where the watercourse crosses the border (since draining off the edge is probably an even older course of DF Flood Management).

206
DF Gameplay Questions / Re: Maintaining a nice fuel supply
« on: September 10, 2011, 10:52:11 pm »
You should probably allow for a year between when you breach the caverns & when you can expect to start harvesting your tree farm.

This suggests you breach the caverns before you start digging your tree farm.

On the plus side, you could theoretically then start logging the cavern straight away too...

207
DF Gameplay Questions / Re: Pump stack/machinery tutorial
« on: September 09, 2011, 03:52:32 am »
May I suggest referring to the recent Pumps & Power Tutorials thread?

208
DF Gameplay Questions / Re: Animals and Meeting Halls
« on: September 08, 2011, 06:24:46 am »
Pastures are excellent for keeping animals where you want them. They are designated as a zones.
You will have to assign animals to them individually, but my experience is that they even improve the FPS.

Would be nice to have an auto-assign pasture.  I get random animals added/born all the time and some end up dead due to me missing that they were added.

Have you considered a Fence?

209
DF Gameplay Questions / Re: dwarves dont generate power?
« on: September 08, 2011, 06:14:36 am »
I think Dwarf could actually power a pump stack, but for magma it'd require an extra pump, & some water...

Basically you'd build a dwarven water reactor, but rather than power the reactors pump off the water wheel, you set it up so the pump is dwarf powered & the wheel powers the stack...

This would probably give one a remarkably controllable stack too... ;-P

210
DF Gameplay Questions / Re: Pumps and Power tutorials? A Request.
« on: September 08, 2011, 02:02:14 am »
May I suggest hitting the DF Map Archive & browsing the "Points of Interest" for Pump Stacks?

Here's one that's already built, which unfortunately won't directly show you where you need to remove the extra floors required under the actual pumps (so that power transmission is handled by the pumps themselves, saving you from having to install extra power generation & transmission).

That any help?

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